Sprite¶
Category: Executor Tier: Basic
Purpose¶
Controls 2D sprite properties including frame animation, texture swapping, and sprite sheet manipulation.
Visual Reference¶
When To Use¶
Frame-by-frame animation control
Character state sprites (idle, walk, run frames)
UI element changes (button states)
Texture swapping (equipment changes, damage states)
Sprite sheet navigation
Dialogue portraits (expression changes)
Runtime Behavior¶
Executes: When activated, performs the specified sprite operation
Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
Target Node |
string |
Name or path of Sprite node to control (empty = self) |
|
Action |
option |
Play Animation |
Sprite operation to perform |
Animation |
string |
default |
[Play Animation] Animation name from SpriteFrames |
Loop |
bool |
True |
[Play Animation] Loop the animation |
Autoplay |
bool |
True |
[Play Animation] Start playing immediately |
Speed |
float |
1.0 |
[Play Animation/Set Speed] Playback speed multiplier |
From Frame |
int |
0 |
[Play Animation] Start from this frame index |
Frame |
int |
0 |
[Set Frame] Target frame index |
Texture Path |
string |
[Set Texture] Path to texture resource (e.g., res://path/to/texture.png) |
|
Color |
color |
[1, 1, 1, 1] |
[Set/Blend Color] Target modulate color |
Alpha |
float |
1.0 |
[Set/Blend Alpha] Target alpha (0=transparent, 1=opaque) |
Duration (s) |
float |
1.0 |
[Blend Color/Alpha] Tween duration in seconds |
Transition |
option |
Linear |
[Blend Color/Alpha] Tween transition curve |
Ease |
option |
InOut |
[Blend Color/Alpha] Tween easing mode |
Flip H |
bool |
False |
Flip sprite horizontally |
Flip V |
bool |
False |
Flip sprite vertically |
Modulate |
color |
[1, 1, 1, 1] |
Legacy tint (use Set Color / Blend Color) |
Verbose |
bool |
False |
Log color/blend operations for debugging |
Example Use Cases¶
Manual Frame Animation:
Delay(10, repeat=true) -> AND -> Sprite(action=Next Frame)
// Advance one frame every 0.16 seconds (10 ticks)
Character Walking Cycle:
Sample inspector layout removed for compatibility.
Set Specific Frame:
Property(state, Equal, idle) -> AND -> Sprite(action=Set Frame, frame=0)
Property(state, Equal, walk) -> AND -> Sprite(action=Set Frame, frame=1)
Property(state, Equal, run) -> AND -> Sprite(action=Set Frame, frame=2)
// Set different frames for different states
Weapon Swap (Texture Change):
Keyboard(1) -> AND -> Sprite(action=Set Texture, texture_path="res://weapons/sword.png")
Keyboard(2) -> AND -> Sprite(action=Set Texture, texture_path="res://weapons/bow.png")
// Swap between weapon sprites
Damage State:
Property(HP, Less, 30) -> AND -> Sprite(action=Set Texture, texture_path="res://player_damaged.png")
// Change to damaged sprite when low HP